Golem, Smaragdine - Lesser

Smaragdine golems are creations of the Emerald Order, crafted by disciples of the emerald esoterica to guard their secret meeting halls, sacred texts, and the Emerald Tablets itself. As they are grown from fragments of the Emerald Tablets, the golems have an innate intelligence from their connection to Thoth-Hermes. This makes them in some ways akin to retrievers, the abyssal constructs of certain Demon Lords. This trait also makes them strangely susceptible to spells that normally have no effect on constructs.

Their link to the Emerald Tablets also means they can track it unerringly if commanded to do so. Although they lack individual personalities, the golems have an inhuman intelligence and use tactics in a physical confrontation. Similarly, smaragdine golems do not blunder through walls or other obstacles in their path. They seek a doorway or some other indirect path to the tablets if necessary, but always with relentless determination.

The question arises: Is a smaragdaline golem true to the Order (and ergo its leader), the Emerald Tablets and Thoth-Hermes, or does it obey its creator? The answer lies in whether the smaragdaline golem was grown from a piece of the Emerald Tablets or fashioned from other green crystals.

Lesser Smaragdine Golem

Large construct, neutral
Armor Class 18 (natural armor)
Hit Points 189 (18d10 + 90)
Speed 30 ft.
26 (+8) 11 (+0) 20 (+5) 3 (‒4) 11 (+0) 1 (‒5)

Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages of its creator but can’t speak
Challenge 12 (8,400 XP)

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects, with two exceptions: shatter (functions normally), feeblemind (the golem is stunned until the end of its next turn).

Magic Weapons. The golem’s weapon attacks are magical.

Sense Tablet. A smaragdine golem can sense the presence of the Emerald Tablets as per locate object. This ability functions only on the Emerald Tablets and is not blocked by lead, although nondetection works normally.


Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage.

Absorb Magic. The smaragdine golem absorbs the magic from a non-instantaneous spell effect it touches; e.g., if the smaragdine golem is in the area affected by a silence or fog cloud spell, the golem can absorb the spell's magic. Alternatively, this can absorb a spell effect that's active on another creature the golem hits with a slam attack. All of the spell's effects end immediately. A smaragdine golem can hold one absorbed spell at a time. When the golem has a spell absorbed, it can release the energy as a bonus action. All creatures within 60 feet of the golem take 8d8 force damage and are blinded until the end of the golem's next turn; a successful DC 17 Dexterity saving throw halves the damage and prevents blindness.

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